How to add a layer with a thickness over a ViP model, e.g., clothing?
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Hello. Thank you for showing such nice example. I have a question, is Sim4Life V6.2.1 available now? In my sim4life update tool, the latest version showing for download is V6.2.0.4280. 
 Best regards
 Suchit
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Hi Habib, Thanks for the demonstration. I have two questions: - 
I use Sim4Life V6.2.2.5984 for science. When I select Mesh Tools, the Mesh Doctor option does not appear and I, therefore, can't select Make Manifold. 
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Say I wanted to create multiple layers of clothing, e.g. a vest, then a shirt, then a jersey, and finally a coat. How would I go about doing this using your method? 
 
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Hi @sipho-mfolozi I think the Mesh Doctor should be available in Sim4Life for science. I think it is part of the basic framework. Regarding your second question, you have two options: - you extrude multiple times with different thickness value. this will create overlapping regions - in the voxeler you need to specify the priorities
- you create a patch on the first layer (only the outer surface) and extrude from there (see animation below)
 
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Hi, Just to confirm, would the clothing deform with soft tissues if the pose of the model is changed? Thanks, 
 Vignesh
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@VigneshYork you can assign the clothing surface model as "User Defined Mesh" in the Poser tool. After doing this, the clothing entity will have a lock symbol, because is linked to the posable model. While the deformation assumes the user-defined mesh is inside the body, it should behave correctly for thin layers on the skin. For mesh parts that are outside the body, the implementation will use nearest-neighbor interpolation to extrapolate the deformation. 
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Hello Bryn, Thank you. Would like to confirm two additional points: - Can this be applied to antennas also? I would like to mimic wearable antennas in different poses without having to move them at each pose?
- Can posing followed by simulation we done programatically so that it is automated without needing for manual meshing after posing ?
 Thanks 
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hi @VigneshYork. I recently wrote a script to transform a phone following the movement of a triangle in the posable model (or three vertices), e.g., on the hand. Simply assigning the phone as "User Defined Mesh" may not work nicely, since you - have to convert the phone to a triangle mesh
- the phone may deform (unrealistic)
 instead, you can do the following: - you create three vertices, e.g. on the skin near where the phone is placed (unposed)
- you add these vertices as "User Defined Meshes"
- you store the initial position of the three points (e.g. on the hand): tri_0 = [verts[0].Position, verts[1].Position, verts[2].Position]
- you compute the position of the three points in a different posture: tri_p = [verts[0].Position, verts[1].Position, verts[2].Position]
- you compute the rigid transformation from the base triangle tri_0to the posed triangletri_p
- this can be done using: tr = XCoreMath.RigidTransform(tri_0, tri_p)
- apply this relative transform to the EntityGroup containing the phone/device: phone_group.ApplyTransform(tr)
 You can also programmatically (maybe since Sim4Life 7.2, or in the upcoming 8.0) apply different postures stored in a posture file using the Python API (see attached file apply_postures.py for reference) 
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Hi Bryn, Thanks. I shall try that today. Just to check, would it work in sim4life 7.0.1 (the version I have)? Thanks 
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available in 7.2 - XCoreMath.RigidTransform
- XPoser.ApplyPosture
- XPoser.CloneAsStatic
 available in 7.0.1 - XCoreMath.RigidTransform
 please note these API functions are not yet in the s4l_v1, i.e. the signature may change if we believe it improves the feature.
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Thank you 
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How to save postures in a folder? I tried cloning the model as static after posing but not sure how to save the file as *.pose? 
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- to store the current posture, type a name and press "Store Posture As". this will add the posture to the list above
- to delete one of the postures, press the "X" button next to the posture
- to export the postures press "Export" and type a filename
- to import press "Import"
  
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Hi, Thank you. Regards, 
 Vignesh
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Hello, Sorry I am facing an issue with moving antennas to different locations based on the steps above. I used three points on the skin and calculated the transformation between static and posed states. I used this transformation to transform the antenna position to the new position (using RigidTransform and ApplyTransform functions). However I get errors that the antenna source edge is within a solid. I have changed priorities during voxelling providing antennas higher priority but the errors still exist. What can I do? I would like to move antennas in a similar fashion to how soft tissues deform. Thanks 
 Vignesh
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